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[✗] Black Alchemy Hot Fix

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King_Kunuk

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This lore post assumes the LT are already versed in what the potions do, and merely gets to the fixes.

old

Spoiler

Draught of Incite

First born of the Darkstalker Vor’kalan in his quest to find sensation, the return of the Draught of Incite came through years of study and dedication, though it was never truly perfected.  The Draught allows fallen undead and decrepit, corpse-like necromancers, to feign a temporary appearance of life. The culminated reagents within the draught will react with decaying or deadened bodies and restore vitality to flesh, making it seem as if it were once again living.  The mind, too, becomes restored with how it was in life, allowing those who have been long passed dead to experience the pleasures of life, pain, and mortality as if they were once again alive. This often leaves the undead in a perpetual state of addiction and dependency for using it, as was evidenced by the degeneracy of Devirad, though the effects of this imperfect Draught of Incite are far more temporary...

 

Recipe:
- Liquid Lifeforce
- Salt water
- Growth x3
- Rigidity x2
- Death x2
- Courage x1
- Connection x1
 
Procedure:

Begin by brewing the rebirth symbols into a solution of roughly 20|80 salt to water until it takes a briney, green hue.  Decant this solution into the base of liquid lifeforce and reduce the mixture down. Taking the continuity and death symbols and grinding them into a coarse mush, empty into the lifeforce solution.  Shake two times, then once down do not move. Finally, add the courage symbol and attachment symbol to the mixture after it has cooled without disrupting the brew.

 

Effect:

  • Invokes a temporary rejuvenation to the body, feigning a youthful, living appearance for a decrepit necromancer or any undead being as if there were in their prime state of life.

  • A draughted being is indistinguishable from any other living being.

  • The draught recreates a sense of humanity and sensation in the undead or necromancer, allowing them a state of emotional clarity and empathy.

  • For undead beings, the Draught of Incite is highly addictive due to being able to return mortal emotions and feelings to their apathetic mind.

  • Draughts last for a single day and have a refractory period of a week, otherwise having no effect if imbibed during this cooldown.

  • One cannot have children or attempt to make children while draughted; the temporary body is infertile.  FTB as undead is necrophilia and against the rules.

  • Draughted undead become susceptible to pain, mortal blows and injuries as if they were mortal, though will revive normally upon death.  Additionally, draughted Darkstalkers are still vulnerable to their Memento Mori.

  • Any modifications on a draughted individual are temporarily disabled for the duration of the draught’s primary effect.

  • The draught has no effect on any being that is not a necromancer or undead.

  • Requires at least T2 in alchemy, with accompanying app and must be taught.

new

Spoiler

Draught of Incite

First born of the Darkstalker Vor’kalan in his quest to find sensation, the return of the Draught of Incite came through years of study and dedication, though it was never truly perfected.  The Draught allows fallen undead and decrepit, corpse-like necromancers, to feign a temporary appearance of life. The culminated reagents within the draught will react with decaying or deadened bodies and restore vitality to flesh, making it seem as if it were once again living.  The mind, too, becomes restored with how it was in life, allowing those who have been long passed dead to experience the pleasures of life, pain, and mortality as if they were once again alive. This often leaves the undead in a perpetual state of addiction and dependency for using it, as was evidenced by the degeneracy of Devirad, though the effects of this imperfect Draught of Incite are far more temporary...

 

Recipe:
- Liquid Lifeforce
- Salt water
- Growth x3
- Rigidity x2
- Death x2
- Courage x1
- Connection x1
 
Procedure:

Begin by brewing the growth symbols into a solution of roughly 20|80 salt to water until it takes a briney, green hue.  Decant this solution into the base of liquid lifeforce and reduce the mixture down. Taking the rigidity and death symbols and grinding them into a coarse mush, empty into the lifeforce solution.  Shake two times, then once down do not move. Finally, add the courage symbol and connection symbol to the mixture after it has cooled without disrupting the brew.

 

Effect:

  • Invokes a temporary rejuvenation to the body, feigning a youthful, living appearance for a decrepit necromancer or any undead being as if there were in their prime state of life.

  • A draughted being is indistinguishable from any other living being.

  • The draught recreates a sense of humanity and sensation in the undead or necromancer, allowing them a state of emotional clarity and empathy.

  • For undead beings, the Draught of Incite is highly addictive due to being able to return mortal emotions and feelings to their apathetic mind.

  • Draughts last for a single day, though the period of use can be extended for an additional three counts of growth to a maximum of three days, after which a period equal to the draught's duration must be had before it can be used again.

  • One cannot have children or attempt to make children while draughted; the temporary body is infertile.  FTB as undead is necrophilia and against the rules. This includes the sterility of necromancers.

    • By this logic, though emotions are regained, physical and romantic feelings remained somewhat suppressed or benign. Do not use the potion to cheat the curse of being a necromancer or undead

  • Draughted undead become susceptible to pain, mortal blows and injuries as if they were mortal, though will revive normally upon death.  Additionally, draughted Darkstalkers are still vulnerable to their Memento Mori.

    • should the drinker perish during the duration of the draught, it's effects end prematurely  

  • Mystics, Corcatura, and other dark mages may also use the draught to suppress the mental and physical strains upon their body that their magics or feats bring about. Spectral entities however cannot consume the draught (this includes ediola).

    • This does not mean that physical strength of magical weakness changes. Only the appearance of the consumer (Ie: a mysctic conjurer will still be mage strength, but will no longer look old, decrepit, and suffer the mental anguishes of their magic)

  • Any modifications on a draughted individual are temporarily disabled for the duration of the draught’s primary effect.

  • Requires at least T2 in alchemy, with accompanying app and must be taught.

 

Fixes explained:

Draught of Insight is a very useful potion in concept but is borderline useless due to it's one day duration. This lore fix merely aims to add a way to make the draught more useable. By changing the period based upon how many growth symbols are used and allowing the cool down to then be based upon the duration; the potion becomes far more usable as a valid way for necromancers to try and better blend in with societies.   Also, the creation process was very confusing- using old lore symbol terms which no longer exist. this page seeks to update it.

 

Also with the potion now working for other dark magics as a form of suppressant, it can be used as a bargaining chip for necromancers to make in roleplay trades of favours which I think is a healthy and positive change

 

enjoy the low quality formating.

 

for the little babies below, things that have been changed are coloured in green. things that where removed coloured in red, and new additions are purple

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What actually changed? would be nice to see that highlighted

 

idk this feels like a cheat for dark MAs to just avoid the fact they are Dark MAs on a shorter cooldown. Suppressing the Magic just makes that more clear - you cant even "pretend" to be a normal human and roll up with a necromancy ambush, you just get to look alive for 1-3 days?

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3 hours ago, King_Kunuk said:

 

  • Mystics, Corcatura, and other dark mages may also use the draught to suppress the mental and physical strains upon their body that their magics or feats bring about. Spectral entities however cannot consume the draught (this includes ediola).

 

Weaknesses exist for a reason. If they can be countered or otherwise suppressed they're not true weaknesses. 

Edited by Morigung-oog
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16 minutes ago, Morigung-oog said:

 

Weaknesses exist for a reason. If they can be countered or otherwise suppressed they're not true weaknesses. 

This potion has existed since the DAWN of rh'thorean necromancy, and the draught of insight usually comes with the downside of being highly addictive to consume. Allowing it to expand outwards to be usable by more dark magics is just a more interesting way for the potion to generate roleplay. Besides as it stands right now, cost-gain ratio the draught isn't exactly worth it for only one day with a seven day cooldown.

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40 minutes ago, King_Kunuk said:

This potion has existed since the DAWN of rh'thorean necromancy, and the draught of insight usually comes with the downside of being highly addictive to consume. Allowing it to expand outwards to be usable by more dark magics is just a more interesting way for the potion to generate roleplay. Besides as it stands right now, cost-gain ratio the draught isn't exactly worth it for only one day with a seven day cooldown.

For what its worth, I have used the draught a few times on my previous character. It's not supposed to be an effective method of disguise, but something that you can do occasionally to add into character development. It should be a heinous and terrible thing going from Undeath, back to life. If it had any more duration on it, I personally think it would eat into the intent of what it was for. 

Had some great RP with them, though. 

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3 hours ago, King_Kunuk said:

This potion has existed since the DAWN of rh'thorean necromancy, and the draught of insight usually comes with the downside of being highly addictive to consume. Allowing it to expand outwards to be usable by more dark magics is just a more interesting way for the potion to generate roleplay. Besides as it stands right now, cost-gain ratio the draught isn't exactly worth it for only one day with a seven day cooldown.

 

If it can be abused, it will be, and people will 100% abuse the 'suppressing of physical strains', it gives way too much freedom while 'addiction' is not really a mechanical cost that justifies such a powerful upside.

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59 minutes ago, Morigung-oog said:

 

If it can be abused, it will be, and people will 100% abuse the 'suppressing of physical strains', it gives way too much freedom while 'addiction' is not really a mechanical cost that justifies such a powerful upside.

you do realize that doesn't mean they gain physical strength back. It is the 'looking like an old guy' part that it suppresses.

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At bare minimum you should at least use bold so people know what's being changed
that being said black alchemy doesn't really need any fixes or buffs

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12 minutes ago, Aehkaj said:

At bare minimum you should at least use bold so people know what's being changed
that being said black alchemy doesn't really need any fixes or buffs

I would say Draught needs a little buff because it's useless. But yeah, I'm struggling to read this hot fix :(

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7 hours ago, King_Kunuk said:

you do realize that doesn't mean they gain physical strength back. It is the 'looking like an old guy' part that it suppresses.

Needs clarifying 100% because it can very easily be misinterpreted 

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3 hours ago, Morigung-oog said:

Needs clarifying 100% because it can very easily be misinterpreted 

That has been done since i felt like that is what you where misinterpreting with the potion (and it was not an effect that was 100% intended)

Also since people complain and can't open up a second lore page, I added the old-new thing. @Aehkaj@PrimnyaQuorum

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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